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Show HN: Four months of indie game dev

cannonade.net

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Re: Show HN: Four months of indie game dev

#3

It's interesting to me that the thing you started with was the flipping disk. Reminds me of some blogposts from a year or two ago about 'juicy' interaction, and why it's important.

"Juice it or lose it" is the best presentation I've seen on the matter. It's really funny and it clearly show how adding some bouncing or some particles can completely change the feel of a game (or UI) http://youtu.be/Fy0aCDmgnxg

Re: Show HN: Four months of indie game dev

#4
Based on the timestamps on the video it seems like 2 months were spent building the core game functionality. The remaining 2 months were pretty much used to polish the game.

Is that the case with most indie games? ~50% core gameplay and ~50% polish.

Re: Show HN: Four months of indie game dev

#5
I like the idea of showing the progress of an application over time. You could use your CI system to take a snapshot on every commit. In the simplest form you could just take a screenshot, or to capture interaction you could record selenium tests (or any equivalent suite).

Re: Show HN: Four months of indie game dev

#6
post #4

Based on the timestamps on the video it seems like 2 months were spent building the core game functionality. The remaining 2 months were pretty much used to polish the game. Is that the case with most indie games? ~50% core gameplay and ~50% polish.

Hehe. Yep. That was pretty much how it went.

Re: Show HN: Four months of indie game dev

#7

It's interesting to me that the thing you started with was the flipping disk. Reminds me of some blogposts from a year or two ago about 'juicy' interaction, and why it's important.

Yep. My premise for the project was that there are lots of these kinds of apps on the store (about 6 or 7) but I wanted to build one with no ads and a 'juicier' UI.

Re: Show HN: Four months of indie game dev

#8
post #5

I like the idea of showing the progress of an application over time. You could use your CI system to take a snapshot on every commit. In the simplest form you could just take a screenshot, or to capture interaction you could record selenium tests (or any equivalent suite).

I actually did it at the end.

Just went back through the Git history, found milestones and checked out those commits. Ran each commit in the sim and took a video. First time I have done that and pretty happy with how it turned out :).

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